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This webpage lists my teaching activities including PhD and Master/Diploma theses.

Examples of student projects at Aalborg University


Designing an Elder Care Robot - Medialogy Master (in collaboration with Rødekorshjemmet Løgstør) 

Affective Body Movements in Social Robots - Medialogy Master (in collaboration with Liselund Activity Center Vodskov and Fremtidens Plejehjem Norresundby)

Fill the Figure - Medialogy Bachelor (in collaboration with Jumboland Aalborg)

Project L.A.R.A. - Medialogy Bachelor

Lectures

  • Procedural Programming (5 ECTS), 2010-2014
  • Complex Software Systems (5 ECTS), 2015
  • Robotics Programming (5 ECTS), 2014-2015
  • Embodied Interaction (5 ECTS), 2013-2015
  • Artificial Intelligence Programming (3 ECTS), 2010-2012
  • Software Agents and Playware (5 ECTS), 2010-2012
  • Context-Aware Systems (2 SWS), 2007-2009
  • Human-Computer Interaction (4 SWS), 2006, 2008
  • Fundamentals of Multimedia (4 SWS), 2007-2008
  • User Interface Design (2 SWS), 2006
  • Affective Computing (4 SWS), 2005
  • Virtual Humans (2 SWS), 2004
  • Multimodal Interaction (2 SWS), 2003

Seminars

  • Research in Medialogy (5 ECTS), 2012-2015
  • Readings in Medialogy (2 ECTS), 2010-2011
  • Virtual Worlds (2 SWS), 2009
  • Interactive Multimedia Systems (2 SWS), 2008
  • Multimedia Interfaces (2 SWS), 2007
  • Imitation-Based Behavior Generation (2 SWS), 2007
  • Multimodal Corpus Analysis (2 SWS), 2004-2007
  • Context-Sensitive Systems (2 SWS), 2006
  • Multimodal Mobile Interfaces (2 SWS), 2006
  • Multicultural Man-Machine Interaction (2 SWS), 2005
  • Affective User Interfaces (2 SWS), 2003
  • Multimodal Interaction (2 SWS), 2002

Practical Courses

  • Collaborative Serious Games (6 SWS), 2009
  • Ubiquitous Second Life Environment (6 SWS), 2008
  • Human-Computer Interaction (4 SWS), 2007
  • Wii-Based Interaction (6 SWS), 2007
  • Virtual Beergarden (6 SWS), 2006
  • Collaborative Multiplayer Games (6 SWS), 2006
  • Chatterbot for Kids (6 SWS), 2006
  • Location-Based Interaction (6 SWS), 2005
  • Affective Computing (4 SWS), 2005
  • Tangible Interaction (6 SWS), 2004
  • Virtual Humans (6 SWS), 2004
  • Multimodal Interaction (6 SWS), 2003

Projects

Master Level

  • Using Participatory Design to Develop a Socially Assistive Robot for Eldercare (External Partner: Rødekorshjemmet Løgstør), 2015
  • Geometry City 2.0: An educational game for the development of spatial abilities (External partner: Skipper Clement International School Aalborg), 2015
  • Effects of Riddle Solving as a Navigational Method in a Location-Based Game Experience (External partner: VisitAalborg), 2015
  • The Effects of Shared Music Preferences on Social Attraction Towards a Virtual Human, 2015
  • Age difference in interpretation of backchannels from a humanoid robot (External partner: SOSU Nord Futurelab, Liselund Activity Center), 2014
  • Comparing Different Robot Embodiments in First Time Meeting Encounters (External partner: SOSU Nord Futurelab), 2014
  • Monsters of Art (External partner: Kunsten, Museum for Contemporary Art, Aalborg), 2014
  • Case study on a Robotic Lamp for Memory Support (External Partner: Rødekorshjemmet Løgstør), 2014
  • Participatory Design for Developing Assistive Technology Supporting Staff and Residents in a Nursing Home (External Partner: Rødekorshjemmet Løgstør), 2014
  • Apps for neurocognitive Rehabilitation (External partner: Brønderslev Neurocenter), 2014
  • Experiential Astronomy Learning (External partner: Frejlev Skole), 2014
  • Mobile shape collector (External partner: Skipper Clement International School Aalborg), 2014
  • GeometryCity - An Educational Location-Aware Math Game (External partner: Skipper Clement International School Aalborg), 2014
  • User Involvement as a Factor of Robots Perceived Intelligence, 2014
  • Perceiving Emotion From the Movement of a Collection of Non-Humanoid Bodies, 2014
  • Notification System for Context-Aware Applications, 2014
  • The Effect of Active vs. Inactive Error Correction Using Body Movements in a Non-Humanoid Companion Robot, 2013
  • Investigating the Potentials of Embodied Agents in Interactive Public Installations (External Partners: Friis Shopping Mall, Aalborg), 2013
  • Motivating User to Move Between Interactive Public Displays (External Partners: Hjørring Library, Aalborg Library), 2013
  • Virtual Savannah AI for the Simulation of an Ecosystem (External Partner: Aalborg Zoo), 2013
  • Simulating Elephant Behavior (External Partner: Aalborg Zoo), 2013
  • Utilizing Proxemics for an Interactive Game (External Partner: Jumboland Aalborg), 2013
  • Controlling A Robot Using Physical Collaboration in Multiple Spaces, 2013
  • Influence of Head Nod Backchannel Signals by a Humanoid Agent, 2013
  • Developing an AR Game with Social Agents, 2012
  • The Robot in the Coffee Room - Investigating the Novelty Effect, 2012
  • FoodApp - A Smartphone App for Creating Awareness of Food Waste, 2012
  • Investigating Felder-Silverman Learning Style Dimensions in Mobile Language Learning, 2012
  • SHARP - Tele-rehabilitation tool for Speech Therapists, 2012
  • Virtual Savannah 2.0 (External partners: Aalborg Zoo, Sofiendalskole), 2011
  • Monsters at the Museum (External Partner: Kunsten, Museum for Contemporary Art, Aalborg), 2011
  • The Little Painter (External Partner: Kunsten, Museum for Contemporary Art, Aalborg), 2011
  • Neighbor Wars - A Smartphone App for Museums (External Partner: Kunsten, Museum for Contemporary Art, Aalborg), 2011
  • Modeling Danish Greeting Scenarios with EMMA, an Embodied Conversational Agent (External partners: CNRS/Paris Telecom, French Embassy), 2011
  • SHARP - Rehabilitation Tool for Speech Therapy for Aphasic Patients (External partner: Sygehus Vendsyssel, Hjørring), 2011
  • It's Bluffing - Implementing a Dice Game With a Social Robot, 2011
  • Camera Toolset for the Unity Game Engine Supporting Design Professionals (External parner: Det Danske Akademi for Digital, Interaktiv Underholdning), 2011
  • CAT: A tool for support and evaluation of children with social behavioral problems (External partner: Børnehuset Kernen), 2011
  • Prototyping Visual Knowledge Transfer: Developing a Prototype and In-Situ Evaluation in Rural Namibia (External Partners: Polytechnic of Namibia, Det Obelske Familiefond), 2010
  • aMusement: Cross-Reality Social Games for Museums (External partner: Kunsten, Museum for Contemporary Art, Aalborg), 2010
  • Virtual Savannah: Interactive Infotainment System for Aalborg Zoo (External partner: Aalborg Zoo), 2010
  • Error Correcting Soft Keyboards Using Pattern Recognition, 2010
  • Virtual Golf Trainer: Interactive Multimodal Feedback Generation, 2010
  • ReActiMagic: Collaborative Mixed Reality Gaming Over a Distance, 2010

Bachelor Level

  • Preserving Heritage Through a Smartphone Application (External partner: VisitAalborg), 2015
  • Increasing visitor-animal interaction by an App (External partner: Aalborg Zoo), 2015
  • Augmenting a board game for increased player immersion, 2015
  • Proxemics in Human Robot Interaction, 2015
  • Detect And Avoid Behavior for UAVs, 2014
  • Spherometry - Pervasive Approach to Visual Computing, 2013
  • Christmas Elf (External partner: Hjørring Library), 2012
  • Fill the Figure (External partner: Jumboland Aalborg), 2012
  • Mirroring User Movements by a Robotic Ball, 2012
  • Intelligent Sphero - Path Planning for a Robotic Ball, 2012
  • Seaworld: Game Control by Head Tracking, 2010

PhDs/Doctoral Students

  • Birgit Endrass, University of Augsburg, Germany: Cultural Diversity for Virtual Character
  • Kasper Rodil, Aalborg University, Denmark: Co-Designing Digital Technologies for Cultural Heritage with Indigenous Peoples in Namibia
  • Mentor for Christian Pallay, MCTS Technical University Munich, Germany: Revised Turing Test for measuring artificial intelligence, Supervisor: Prof. Dr. Klaus Mainzer

Master Students

  • Aalborg University: 23
  • University of Augsburg: 6